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Wwise Unity Integration Documentation
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The Wwise Picker window shows the available objects (such as Events and Switches) from your Wwise project, using the same structure. The project displayed in the Wwise Picker view is the one that is entered in the Wwise Settings window (menu Edit > Wwise Settings...), that was normally specified when the Wwise plug-in was installed in Unity.
The available objects are updated in the Wwise Picker view when the Wwise project is saved. So, if you don't see objects that you created, it is probably because your project wasn't saved. You can force a refresh of the Wwise
Picker view by clicking Refresh Project
. Note that this also refreshes all Wwise-related data, including data found in the XML metadata files that are created when generating the SoundBanks.
Note: | Do not keep AkWwiseProjectData.asset under version control! This is a temporary cache file for the Wwise project data, so as to avoid having the Wwise Picker continuously parse the Work Unit files. Adding it to version control could cause problems. |
Use the filter box near the top of the Wwise Picker to search for a specific item. Simply write the name of the item you're looking for and the Picker will automatically filter the items that don't match your search. You might need to expand some items if the one you're looking for has a closed parent.
You can expand and close items by clicking on the + and - buttons or by double clicking the item's name.
Click Generate SoundBanks
to generate all SoundBanks for all platforms and languages. The generated SoundBanks will appear under the Wwise Picker's SoundBanks folder, the same as if they were generated from within Wwise. Additionally, the Unity status bar will display one of a possible two messages: WwiseUnity: SoundBanks generation successful
, if there were no errors or warnings; WwiseUnity: SoundBanks generation has warning(s)
, if there were warnings ; and WwiseUnity: SoundBanks generation error
, if there were errors. Click on the message to move focus to the Console
tab, which displays information from the SoundBank generation process.
Note: | It is necessary to specify the Wwise Windows Installation Path (or Wwise Application on the Mac) within the Wwise Settings dialog. Unity needs to use the Wwise path when clicking Generate SoundBanks in Unity. |
To add any object from the Wwise Picker to your scene, drag the object onto an existing Game Object or into the Inspector window. Refer to each component's documentation for further details about the components:
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